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Represents a state of dynamic collision for an iMesh.
Defined in SDKRoot/code/externalAPI/i_pathengine.h.
iCollisionContext can be used to represent either an actual state of collision in the game world,
or to represent an AI's current understanding about the state of collision in the world.
The iCollisionContext object stores a set of agents on that mesh.
When you pass the collision context in to pathfinding or collision queries on the mesh,
those agents will automatically be included in the pathfinding or collision.
iCollisionContext objects store some preprocess about this set of agents and automatically update this preprocess
when agents move or are destroyed.
Refer to this page for a discussion of run-time obstacle management.
iCollisionContext objects can be constructed with
iCollisionContext objects can be released explicitly by calling delete on the pointer or by calling the object's release() function.
A pointer to an iCollisionContext object must not be used after the object has been deleted.
Adds a specified agent to this context. | ||
Increments the internal reference count for this API object. | ||
Increments the internal reference count for this API object. | ||
Adds a free standing obstacle set to this context. | ||
Tells PathEngine about the possibility for agents to move 'off-mesh' between a pair of endpoints, with this movement possibility specified completely dynamically at run-time. | ||
Removes all agents. | ||
Clears any connection penalties previously set with | ||
Clears any query bounds previously set for this context. | ||
Removes any run-time off-mesh connections associated with this context. | ||
Provided for iterating through the set of agents in a context. | ||
Returns an index for the connected region at a given position. This can be used to quickly determine the reachability between positions. | ||
Returns an index for the connected region for an agent's current position. | ||
Tells you how many agents are currently included in the context. | ||
Returns the number of connected regions in connected region preprocess associated with this object. | ||
Helper method for iterating through obstacle sets in a context. | ||
Helper method for iterating through obstacle sets in a context. | ||
Helper method for querying the value of overlay connection penalties set previously for this context
(with | ||
Helper method for testing if any overlay connection penalties are set for a context. | ||
Enables you to check whether there are any outstanding references on this object, other than the interface reference through which you are calling, and therefore whether this object will actually be deleted if you call its release method. | ||
Tells you if a specified agent is included directly in this context. | ||
Provided for iterating through the set of agents in a context. | ||
Releases the API object pointer. | ||
Removes a specified agent from this context. | ||
Removes a free standing obstacle set to this context. | ||
Removes a run-time off-mesh connection previously added to this context with | ||
Restores an agent that was previously marked as excluded from collision state. | ||
Enables the penalty values associated with off-mesh connection to be overlaid and managed dynamically. | ||
Sets a rectangular region outside which PathEngine may discard potential paths. | ||
Associates a traverse cost with regions marked with a specified surface type. | ||
Associates a direction with the traverse cost for regions marked with a specified surface type. | ||
Flags a specified agent as excluded from the context collision state, without invalidating cached state data. | ||
Enables the application to force generation of pathfinding preprocess associated with the collision context. |
Documentation for PathEngine release 6.04 - Copyright © 2002-2024 PathEngine | next: |